/*
  ==============================================================================

   This file is part of the JUCE framework.
   Copyright (c) Raw Material Software Limited

   JUCE is an open source framework subject to commercial or open source
   licensing.

   By downloading, installing, or using the JUCE framework, or combining the
   JUCE framework with any other source code, object code, content or any other
   copyrightable work, you agree to the terms of the JUCE End User Licence
   Agreement, and all incorporated terms including the JUCE Privacy Policy and
   the JUCE Website Terms of Service, as applicable, which will bind you. If you
   do not agree to the terms of these agreements, we will not license the JUCE
   framework to you, and you must discontinue the installation or download
   process and cease use of the JUCE framework.

   JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
   JUCE Privacy Policy: https://juce.com/juce-privacy-policy
   JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/

   Or:

   You may also use this code under the terms of the AGPLv3:
   https://www.gnu.org/licenses/agpl-3.0.en.html

   THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
   WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
   MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.

  ==============================================================================
*/

namespace juce
{

//==============================================================================
/** This class is used to hold a few look and feel base classes which are associated
    with classes that may not be present because they're from modules other than
    juce_gui_basics.

    @tags{GUI}
*/
struct JUCE_API  ExtraLookAndFeelBaseClasses
{
    //==============================================================================
    /** This abstract base class is implemented by LookAndFeel classes. */
    struct JUCE_API  LassoComponentMethods
    {
        virtual ~LassoComponentMethods() = default;

        virtual void drawLasso (Graphics&, Component& lassoComp) = 0;
    };

    //==============================================================================
    /** This abstract base class is implemented by LookAndFeel classes. */
    struct JUCE_API  KeyMappingEditorComponentMethods
    {
        virtual ~KeyMappingEditorComponentMethods() = default;

        virtual void drawKeymapChangeButton (Graphics&, int width, int height, Button&, const String& keyDescription) = 0;
    };

    //==============================================================================
    /** This abstract base class is implemented by LookAndFeel classes. */
    struct JUCE_API  AudioDeviceSelectorComponentMethods
    {
        virtual ~AudioDeviceSelectorComponentMethods() = default;

        virtual void drawLevelMeter (Graphics&, int width, int height, float level) = 0;
    };
};


//==============================================================================
/**
    LookAndFeel objects define the appearance of all the JUCE widgets, and subclasses
    can be used to apply different 'skins' to the application.

    This class is an abstract base-class - for actual look-and-feels that you can
    instantiate, see LookAndFeel_V1, LookAndFeel_V2 and LookAndFeel_V3.

    @see LookAndFeel_V1, LookAndFeel_V2, LookAndFeel_V3

    @tags{GUI}
*/
class JUCE_API  LookAndFeel   : public ScrollBar::LookAndFeelMethods,
                                public Button::LookAndFeelMethods,
                                public ImageButton::LookAndFeelMethods,
                                public TextEditor::LookAndFeelMethods,
                                public FileBrowserComponent::LookAndFeelMethods,
                                public TreeView::LookAndFeelMethods,
                                public BubbleComponent::LookAndFeelMethods,
                                public AlertWindow::LookAndFeelMethods,
                                public PopupMenu::LookAndFeelMethods,
                                public ComboBox::LookAndFeelMethods,
                                public Label::LookAndFeelMethods,
                                public Slider::LookAndFeelMethods,
                                public ResizableWindow::LookAndFeelMethods,
                                public DocumentWindow::LookAndFeelMethods,
                                public TooltipWindow::LookAndFeelMethods,
                                public TabbedButtonBar::LookAndFeelMethods,
                                public PropertyComponent::LookAndFeelMethods,
                                public FilenameComponent::LookAndFeelMethods,
                                public GroupComponent::LookAndFeelMethods,
                                public TableHeaderComponent::LookAndFeelMethods,
                                public CallOutBox::LookAndFeelMethods,
                                public Toolbar::LookAndFeelMethods,
                                public ConcertinaPanel::LookAndFeelMethods,
                                public ProgressBar::LookAndFeelMethods,
                                public StretchableLayoutResizerBar::LookAndFeelMethods,
                                public ExtraLookAndFeelBaseClasses::KeyMappingEditorComponentMethods,
                                public ExtraLookAndFeelBaseClasses::AudioDeviceSelectorComponentMethods,
                                public ExtraLookAndFeelBaseClasses::LassoComponentMethods,
                                public SidePanel::LookAndFeelMethods
{
public:
    //==============================================================================
    /** Creates the default JUCE look and feel. */
    LookAndFeel();

    /** Destructor. */
    ~LookAndFeel() override;

    //==============================================================================
    /** Returns the current default look-and-feel for a component to use when it
        hasn't got one explicitly set.

        @see setDefaultLookAndFeel
    */
    static LookAndFeel& getDefaultLookAndFeel() noexcept;

    /** Changes the default look-and-feel.

        @param newDefaultLookAndFeel    the new look-and-feel object to use - if this is
                                        set to null, it will revert to using the default one. The
                                        object passed-in must be deleted by the caller when
                                        it's no longer needed.
        @see getDefaultLookAndFeel
    */
    static void setDefaultLookAndFeel (LookAndFeel* newDefaultLookAndFeel) noexcept;

    //==============================================================================
    /** Looks for a colour that has been registered with the given colour ID number.

        If a colour has been set for this ID number using setColour(), then it is
        returned. If none has been set, it will just return Colours::black.

        The colour IDs for various purposes are stored as enums in the components that
        they are relevant to - for an example, see Slider::ColourIds,
        Label::ColourIds, TextEditor::ColourIds, TreeView::ColourIds, etc.

        If you're looking up a colour for use in drawing a component, it's usually
        best not to call this directly, but to use the Component::findColour() method
        instead. That will first check whether a suitable colour has been registered
        directly with the component, and will fall-back on calling the component's
        LookAndFeel's findColour() method if none is found.

        @see setColour, Component::findColour, Component::setColour
    */
    Colour findColour (int colourId) const noexcept;

    /** Registers a colour to be used for a particular purpose.

        For more details, see the comments for findColour().

        @see findColour, Component::findColour, Component::setColour
    */
    void setColour (int colourId, Colour colour) noexcept;

    /** Returns true if the specified colour ID has been explicitly set using the
        setColour() method.
    */
    bool isColourSpecified (int colourId) const noexcept;

    //==============================================================================
    /** Returns the typeface that should be used for a given font.

        The default implementation just does what you'd expect it to, but you can override
        this if you want to intercept fonts and use your own custom typeface object.

        @see setDefaultTypeface
    */
    virtual Typeface::Ptr getTypefaceForFont (const Font&);

    /** Widgets can call this to find out the kind of metrics they should use when creating their
        own fonts.

        The default implementation returns the portable metrics kind, but you can override this if
        you want to use the legacy metrics kind instead, to avoid rendering changes in existing
        projects. Switching between metrics kinds may cause text to render at a different size, so you
        should check that text in your app still renders at an appropriate size, and potentially adjust
        font sizes where necessary after overriding this function.
    */
    virtual TypefaceMetricsKind getDefaultMetricsKind() const { return TypefaceMetricsKind::portable; }

    /** Returns a copy of the FontOptions with the LookAndFeel's default metrics kind set. */
    FontOptions withDefaultMetrics (FontOptions opt) const { return opt.withMetricsKind (getDefaultMetricsKind()); }

    /** Allows you to supply a default typeface that will be returned as the default
        sans-serif font.

        Instead of a typeface object, you can specify a typeface by name using the
        setDefaultSansSerifTypefaceName() method.

        You can perform more complex typeface substitutions by overloading
        getTypefaceForFont() but this lets you easily set a global typeface.
    */
    void setDefaultSansSerifTypeface (Typeface::Ptr newDefaultTypeface);

    /** Allows you to change the default sans-serif font.

        If you need to supply your own Typeface object for any of the default fonts, rather
        than just supplying the name (e.g. if you want to use an embedded font), then
        you can instead call setDefaultSansSerifTypeface() with an object to use.
    */
    void setDefaultSansSerifTypefaceName (const String& newName);

    //==============================================================================
    /** Sets whether native alert windows (if available) or standard JUCE AlertWindows
        drawn with AlertWindow::LookAndFeelMethods will be used.

        @see isUsingNativeAlertWindows
    */
    void setUsingNativeAlertWindows (bool shouldUseNativeAlerts);

    /** Returns true if native alert windows will be used (if available).

        The default setting for this is false.

        @see setUsingNativeAlertWindows
    */
    bool isUsingNativeAlertWindows();

    //==============================================================================
    /** Draws a small image that spins to indicate that something's happening.

        This method should use the current time to animate itself, so just keep
        repainting it every so often.
    */
    virtual void drawSpinningWaitAnimation (Graphics&, const Colour& colour,
                                            int x, int y, int w, int h) = 0;

    /** Returns a tick shape for use in yes/no boxes, etc. */
    virtual Path getTickShape (float height) = 0;

    /** Returns a cross shape for use in yes/no boxes, etc. */
    virtual Path getCrossShape (float height) = 0;

    /** Creates a drop-shadower for a given component, if required.

        @see DropShadower
    */
    virtual std::unique_ptr<DropShadower> createDropShadowerForComponent (Component&) = 0;

    /** Creates a focus outline for a given component, if required.

        @see FocusOutline
    */
    virtual std::unique_ptr<FocusOutline> createFocusOutlineForComponent (Component&) = 0;

    //==============================================================================
    /** Override this to get the chance to swap a component's mouse cursor for a
        customised one.

        @see MouseCursor
    */
    virtual MouseCursor getMouseCursorFor (Component&);

    /** Creates a new graphics context object. */
    virtual std::unique_ptr<LowLevelGraphicsContext> createGraphicsContext (const Image& imageToRenderOn,
                                                                            Point<int> origin,
                                                                            const RectangleList<int>& initialClip);

    /** Plays the system's default 'beep' noise, to alert the user about something
        very important. This is only supported on some platforms.
    */
    virtual void playAlertSound();

private:
    //==============================================================================
    struct ColourSetting
    {
        int colourID;
        Colour colour;

        bool operator<  (const ColourSetting& other) const noexcept  { return colourID <  other.colourID; }
        bool operator== (const ColourSetting& other) const noexcept  { return colourID == other.colourID; }
    };

    SortedSet<ColourSetting> colours;
    String defaultSans, defaultSerif, defaultFixed;
    Typeface::Ptr defaultTypeface;
    bool useNativeAlertWindows = false;

    JUCE_DECLARE_WEAK_REFERENCEABLE (LookAndFeel)
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LookAndFeel)
};

} // namespace juce
